TombEngine/TombEngine/Objects/Generic/generic_objects.cpp

473 lines
12 KiB
C++

#include "framework.h"
#include "Objects/Generic/generic_objects.h"
#include "Game/pickup/pickup.h"
#include "Game/collision/collide_item.h"
// Objects
#include "Objects/Generic/Object/generic_trapdoor.h"
#include "Objects/Generic/Object/generic_bridge.h"
#include "Objects/Generic/Object/burning_torch.h"
#include "Objects/Generic/Object/polerope.h"
#include "Objects/Generic/Object/rope.h"
// Switches
#include "Objects/Generic/Switches/cog_switch.h"
#include "Objects/Generic/Switches/rail_switch.h"
#include "Objects/Generic/Switches/jump_switch.h"
#include "Objects/Generic/Switches/generic_switch.h"
#include "Objects/Generic/Switches/crowbar_switch.h"
#include "Objects/Generic/Switches/underwater_switch.h"
#include "Objects/Generic/Switches/pulley_switch.h"
#include "Objects/Generic/Switches/fullblock_switch.h"
#include "Objects/Generic/Switches/turn_switch.h"
// Doors
#include "Objects/Generic/Doors/generic_doors.h"
#include "Objects/Generic/Doors/double_doors.h"
#include "Objects/Generic/Doors/pushpull_kick_door.h"
#include "Objects/Generic/Doors/sequence_door.h"
#include "Objects/Generic/Doors/steel_door.h"
#include "Objects/Generic/Doors/underwater_door.h"
// Traps
#include "Objects/Generic/Traps/dart_emitter.h"
/// Necessary import
#include "Specific/setup.h"
using namespace TEN::Entities::Switches;
using namespace TEN::Entities::Doors;
using namespace TEN::Entities::Traps;
using namespace TEN::Entities::Generic;
static void StartObject()
{
auto* object = &Objects[ID_TRAPDOOR1];
if (object->loaded)
{
object->initialise = InitialiseTrapDoor;
object->collision = TrapDoorCollision;
object->control = TrapDoorControl;
object->floorBorder = TrapDoorFloorBorder;
object->ceilingBorder = TrapDoorCeilingBorder;
object->floor = TrapDoorFloor;
object->ceiling = TrapDoorCeiling;
object->saveAnim = true;
object->saveFlags = true;
}
object = &Objects[ID_TRAPDOOR2];
if (object->loaded)
{
object->initialise = InitialiseTrapDoor;
object->collision = TrapDoorCollision;
object->control = TrapDoorControl;
object->floorBorder = TrapDoorFloorBorder;
object->ceilingBorder = TrapDoorCeilingBorder;
object->floor = TrapDoorFloor;
object->ceiling = TrapDoorCeiling;
object->saveAnim = true;
object->saveFlags = true;
}
object = &Objects[ID_TRAPDOOR3];
if (object->loaded)
{
object->initialise = InitialiseTrapDoor;
object->collision = TrapDoorCollision;
object->control = TrapDoorControl;
object->floorBorder = TrapDoorFloorBorder;
object->ceilingBorder = TrapDoorCeilingBorder;
object->floor = TrapDoorFloor;
object->ceiling = TrapDoorCeiling;
object->saveAnim = true;
object->saveFlags = true;
}
object = &Objects[ID_FLOOR_TRAPDOOR1];
if (object->loaded)
{
object->initialise = InitialiseTrapDoor;
object->collision = FloorTrapDoorCollision;
object->control = TrapDoorControl;
object->floorBorder = TrapDoorFloorBorder;
object->ceilingBorder = TrapDoorCeilingBorder;
object->floor = TrapDoorFloor;
object->ceiling = TrapDoorCeiling;
object->saveAnim = true;
object->saveFlags = true;
}
object = &Objects[ID_FLOOR_TRAPDOOR2];
if (object->loaded)
{
object->initialise = InitialiseTrapDoor;
object->collision = FloorTrapDoorCollision;
object->control = TrapDoorControl;
object->floorBorder = TrapDoorFloorBorder;
object->ceilingBorder = TrapDoorCeilingBorder;
object->floor = TrapDoorFloor;
object->ceiling = TrapDoorCeiling;
object->saveAnim = true;
object->saveFlags = true;
}
object = &Objects[ID_CEILING_TRAPDOOR1];
if (object->loaded)
{
object->initialise = InitialiseTrapDoor;
object->collision = CeilingTrapDoorCollision;
object->control = TrapDoorControl;
object->floorBorder = TrapDoorFloorBorder;
object->ceilingBorder = TrapDoorCeilingBorder;
object->floor = TrapDoorFloor;
object->ceiling = TrapDoorCeiling;
object->saveAnim = true;
object->saveFlags = true;
}
object = &Objects[ID_CEILING_TRAPDOOR2];
if (object->loaded)
{
object->initialise = InitialiseTrapDoor;
object->collision = CeilingTrapDoorCollision;
object->control = TrapDoorControl;
object->floorBorder = TrapDoorFloorBorder;
object->ceilingBorder = TrapDoorCeilingBorder;
object->floor = TrapDoorFloor;
object->ceiling = TrapDoorCeiling;
object->saveAnim = true;
object->saveFlags = true;
}
object = &Objects[ID_BRIDGE_FLAT];
if (object->loaded)
{
object->initialise = InitialiseBridge;
object->floor = BridgeFloor<0>;
object->ceiling = BridgeCeiling<0>;
object->floorBorder = BridgeFloorBorder<0>;
object->ceilingBorder = BridgeCeilingBorder<0>;
}
object = &Objects[ID_BRIDGE_TILT1];
if (object->loaded)
{
object->initialise = InitialiseBridge;
object->floor = BridgeFloor<1>;
object->ceiling = BridgeCeiling<1>;
object->floorBorder = BridgeFloorBorder<1>;
object->ceilingBorder = BridgeCeilingBorder<1>;
}
object = &Objects[ID_BRIDGE_TILT2];
if (object->loaded)
{
object->initialise = InitialiseBridge;
object->floor = BridgeFloor<2>;
object->ceiling = BridgeCeiling<2>;
object->floorBorder = BridgeFloorBorder<2>;
object->ceilingBorder = BridgeCeilingBorder<2>;
}
object = &Objects[ID_BRIDGE_TILT3];
if (object->loaded)
{
object->initialise = InitialiseBridge;
object->floor = BridgeFloor<3>;
object->ceiling = BridgeCeiling<3>;
object->floorBorder = BridgeFloorBorder<3>;
object->ceilingBorder = BridgeCeilingBorder<3>;
}
object = &Objects[ID_BRIDGE_TILT4];
if (object->loaded)
{
object->initialise = InitialiseBridge;
object->floor = BridgeFloor<4>;
object->ceiling = BridgeCeiling<4>;
object->floorBorder = BridgeFloorBorder<4>;
object->ceilingBorder = BridgeCeilingBorder<4>;
}
}
void StartSwitches()
{
auto* object = &Objects[ID_COG_SWITCH];
if (object->loaded)
{
object->collision = CogSwitchCollision;
object->control = CogSwitchControl;
object->hitEffect = HIT_RICOCHET;
object->saveFlags = true;
object->saveAnim = true;
}
object = &Objects[ID_LEVER_SWITCH];
if (object->loaded)
{
object->collision = RailSwitchCollision;
object->control = SwitchControl;
object->saveFlags = true;
object->saveAnim = true;
}
object = &Objects[ID_JUMP_SWITCH];
if (object->loaded)
{
object->collision = JumpSwitchCollision;
object->control = SwitchControl;
object->saveFlags = true;
object->saveAnim = true;
}
for (int objectNum = ID_SWITCH_TYPE1; objectNum <= ID_SWITCH_TYPE16; objectNum++)
{
object = &Objects[objectNum];
if (object->loaded)
{
object->collision = SwitchCollision;
object->control = SwitchControl;
object->saveFlags = true;
object->saveAnim = true;
object->saveMesh = true;
}
}
object = &Objects[ID_CROWBAR_SWITCH];
if (object->loaded)
{
object->collision = CrowbarSwitchCollision;
object->control = SwitchControl;
object->saveFlags = true;
object->saveAnim = true;
}
for (int objectNum = ID_UNDERWATER_SWITCH1; objectNum <= ID_UNDERWATER_SWITCH4; objectNum++)
{
object = &Objects[objectNum];
if (object->loaded)
{
object->control = SwitchControl;
object->collision = UnderwaterSwitchCollision;
object->saveFlags = true;
object->saveAnim = true;
}
}
object = &Objects[ID_PULLEY];
if (object->loaded)
{
object->initialise = InitialisePulleySwitch;
object->control = SwitchControl;
object->collision = PulleySwitchCollision;
object->saveFlags = true;
object->saveAnim = true;
}
object = &Objects[ID_TURN_SWITCH];
if (object->loaded)
{
object->control = TurnSwitchControl;
object->collision = TurnSwitchCollision;
object->saveFlags = true;
object->saveAnim = true;
}
object = &Objects[ID_SEQUENCE_SWITCH1];
if (object->loaded)
{
object->collision = FullBlockSwitchCollision;
object->control = FullBlockSwitchControl;
object->saveFlags = true;
object->saveAnim = true;
}
object = &Objects[ID_SEQUENCE_SWITCH2];
if (object->loaded)
{
object->collision = FullBlockSwitchCollision;
object->control = FullBlockSwitchControl;
object->saveFlags = true;
object->saveAnim = true;
}
object = &Objects[ID_SEQUENCE_SWITCH3];
if (object->loaded)
{
object->collision = FullBlockSwitchCollision;
object->control = FullBlockSwitchControl;
object->saveFlags = true;
object->saveAnim = true;
}
}
void StartDoors()
{
ObjectInfo* object;
for (int objectNumber = ID_DOOR_TYPE1; objectNumber <= ID_DOOR_TYPE30; objectNumber++)
{
object = &Objects[objectNumber];
if (object->loaded)
{
object->initialise = InitialiseDoor;
object->control = DoorControl;
object->collision = DoorCollision;
object->hitEffect = HIT_RICOCHET;
object->saveAnim = true;
object->saveFlags = true;
object->saveMesh = true;
}
}
object = &Objects[ID_LIFT_DOORS1];
if (object->loaded)
{
object->initialise = InitialiseDoor;
object->control = DoorControl;
object->hitEffect = HIT_RICOCHET;
object->saveFlags = true;
}
object = &Objects[ID_LIFT_DOORS2];
if (object->loaded)
{
object->initialise = InitialiseDoor;
object->control = DoorControl;
object->hitEffect = HIT_RICOCHET;
object->saveFlags = true;
}
object = &Objects[ID_SEQUENCE_DOOR1];
if (object->loaded)
{
object->initialise = InitialiseDoor;
object->collision = DoorCollision;
object->control = SequenceDoorControl;
object->hitEffect = HIT_RICOCHET;
object->saveAnim = true;
object->saveFlags = true;
}
for (int i = ID_DOUBLE_DOORS1; i <= ID_DOUBLE_DOORS4; i++)
{
object = &Objects[i];
if (object->loaded)
{
object->initialise = InitialiseDoor;
object->collision = DoubleDoorCollision;
object->control = PushPullKickDoorControl;
object->hitEffect = HIT_RICOCHET;
object->saveAnim = true;
object->saveFlags = true;
}
}
for (int i = ID_UNDERWATER_DOOR1; i <= ID_UNDERWATER_DOOR4; i++)
{
object = &Objects[i];
if (object->loaded)
{
object->initialise = InitialiseDoor;
object->collision = UnderwaterDoorCollision;
object->control = PushPullKickDoorControl;
object->hitEffect = HIT_RICOCHET;
object->saveAnim = true;
object->saveFlags = true;
}
}
for (int objectNum = ID_PUSHPULL_DOOR1; objectNum <= ID_KICK_DOOR4; objectNum++)
{
object = &Objects[objectNum];
if (object->loaded)
{
object->initialise = InitialiseDoor;
object->collision = PushPullKickDoorCollision;
object->control = PushPullKickDoorControl;
object->hitEffect = HIT_RICOCHET;
object->saveAnim = true;
object->saveFlags = true;
}
}
object = &Objects[ID_STEEL_DOOR];
if (object->loaded)
{
object->initialise = InitialiseSteelDoor;
object->collision = SteelDoorCollision;
object->saveAnim = true;
object->saveFlags = true;
object->saveMesh = true;
object->savePosition = true;
}
}
void StartTraps()
{
auto* object = &Objects[ID_DARTS];
if (object->loaded)
{
object->shadowType = ShadowMode::All;
//object->drawRoutine = DrawDart;
object->collision = ObjectCollision;
object->control = DartControl;
object->usingDrawAnimatingItem = false;
}
object = &Objects[ID_DART_EMITTER];
if (object->loaded)
{
object->control = DartEmitterControl;
object->drawRoutine = nullptr;
object->saveFlags = true;
object->usingDrawAnimatingItem = false;
}
object = &Objects[ID_HOMING_DART_EMITTER];
if (object->loaded)
{
object->control = DartEmitterControl;
object->drawRoutine = nullptr;
object->saveFlags = true;
object->usingDrawAnimatingItem = false;
}
object = &Objects[ID_ROPE];
if (object->loaded)
{
object->initialise = InitialiseRope;
object->control = RopeControl;
object->collision = RopeCollision;
object->drawRoutine = nullptr;
object->saveFlags = true;
object->usingDrawAnimatingItem = false;
}
object = &Objects[ID_POLEROPE];
if (object->loaded)
{
object->collision = PoleCollision;
object->saveFlags = true;
}
object = &Objects[ID_BURNING_TORCH_ITEM];
if (object->loaded)
{
object->control = TorchControl;
object->collision = PickupCollision;
object->saveFlags = true;
object->savePosition = true;
object->usingDrawAnimatingItem = true;
}
}
void InitialiseGenericObjects()
{
StartTraps();
StartObject();
StartSwitches();
StartDoors();
}